Slotting attacks -- Recharge or Damage?


Aett_Thorn

 

Posted

When I see recommendations for slotting attacks, I often see people recommending 2 or 3 damage, but often not very much recharge. I can see some logic behind this... recharge lets you hit things more frequently and thus do more damage. Unfortunately, hitting things more frequently requires higher expenditures of end. Damage increases your damage output without increasing your end use.

I usually slot my heavy-hitting attacks with one or even two recharges, but I find myself huffing and puffing if I'm taking on more than 4 guys solo. And that's with Quick Recovery. Could I help my endurance problems by replacing some recharges with damages? Will that hurt or help my DPS?

Any thoughts?


 

Posted

In that case, you can replace one of the recharge with Endurance Reduction for the higher-end powers, and/or use IO sets to get a little bit of everything, plus the set bonuses.

Or constantly team with somebody that will give you SB regularly. haha j.k


 

Posted

Slotting for damage instead of recharge is more efficient on your endurance.. but its effect on your overall damage depends on what other powers you've chosen. If you're a blaster, there aren't many cases where you really need to slot something with recharge. You have so many different attacks that you'll almost never be waiting around for them to recharge.

If you're, say, a Tanker... you're going to need recharge to deal damage consistently.

As for slotting in a little End Reduction, I tend to put one in any power that costs 10 or more endurance. Helps quite a lot.


 

Posted

I think there are a lot of ways to slot things that many guides don't mention.

For example, may want to slot 3 damage, but are you also slotting for accuracy? If you're not able to hit something, you can't do damage and you're running out of endurance faster.

Some people may be getting all their recharge from IO set bonuses and not slotting individual recharge enhancements. They may be doing that with accuracy, as well. If you're looking at how someone else is slotting, make sure you take all the bonuses into account. If you slot the same way they do with SO/IO enhancements without bonuses, you aren't going to perform the same way they are with their bonuses. They may forget to mention these details either in guides or in help channels.

Slotting needs/preferences may change as you level up. On my low-level melee characters with lots of toggles, for example, I will slot loads of endurance reduction enhancements and few damage resist/defense enhancements. It won't matter how much resist/defense I have slotted in my toggle powers if I can't keep the toggles up. Once I get Stamina and/or other ways to manage my endurance, then I'll start replacing my endurance reductions for more resist/defense enhancements. If you're following someone's slotting recommendations for a level 50 character on your level 15, you may want to ask the person if he or she can remember how the character played at level 15 or what kinds of changes the person made from 15 to 50. My Dark/Dark Brute sucked before getting Stamina and SOs (No Inventions back then) and my slotting was entirely different at 15 or 20 than it is at 50. If I tried to use my level 50 slotting methods on a level 15 Brute of the same kind, I'd be very ineffective and very unhappy.


~Missi

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Posted

Short answer: slotting Acc, End Reduction and Damage in your attacks will all help with the "blue bar blues". In most cases, attacks are by far the biggest user of endurance, so you want to make sure they hit as often as possible and do as much damage as possible for as little cost as possible.

Longer answer: As a general rule, Damage is the attack characteristic that is most desirable to 'max out'. But once ED came along and made it prohibitively expensive to slot Damage past 95% enhancement (3 SOs), people started diversifying their attack slotting. For SOs, I consider standard slotting to be the following: 1 Accuracy, 1 Endurance Reduction, 1 Recharge, and 3 Damage. Of course, some swear by 2 Accuracies, skip the Recharge, or skimp on Damage on their lower-tier attacks, but it's a good template to start with, IMO.

With IOs, you can pack more Acc, Recharge, or End Reduction into your attacks, sometimes with fewer slots, or you can rely on global bonuses to replace slotting individual attacks. (Though I think most still slot *some* of each characteristic.) But in general, besides slotting Damage to the ED cap, I'd try to slot at least one SOs worth (33%) of the other three unless you've got significant global bonuses to replace individual attack slotting.

Hope that helps!


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Knight Court--A CoH Story Complete 2/3/2012

 

Posted

I personally slot for Accuracy first (note: when Beginner's Luck noticibly starts to fade out). If you can't land your attack, you've wasted your time (ie recharge), your endurance, and all your whoopdedoo damage became a fanciful wish. I'd usually add Damage next, but I keep in mind my performance. If I'm constantly sucking wind, then Endurance Reductions will be added at the next level up. Depending on how "high damage" the power inherently is, I may put in a couple of Recharges before the Damages because high damage usually mean very long recharge. But generally, Recharge is low priority for the regular attacks.


Teams are the number one killer of soloists.

 

Posted

Quote:
Originally Posted by Finduilas View Post
For SOs, I consider standard slotting to be the following: 1 Accuracy, 1 Endurance Reduction, 1 Recharge, and 3 Damage. Of course, some swear by 2 Accuracies, skip the Recharge, or skimp on Damage on their lower-tier attacks, but it's a good template to start with, IMO.
For the most part I do as Finduilas suggests, but for some super long recharging powers I may go two recharge instead of 1 END and 1 REC. Using Mids helps you determine the best bang for your buck. Some of the Tier 1 powers don't see a great boost with just a single end reduction so sometimes I'll throw in something that magnifies their secondary effect such as a -DEF or -END.


 

Posted

Quote:
Originally Posted by Quantumizer View Post
When I see recommendations for slotting attacks, I often see people recommending 2 or 3 damage, but often not very much recharge. I can see some logic behind this... recharge lets you hit things more frequently and thus do more damage. Unfortunately, hitting things more frequently requires higher expenditures of end. Damage increases your damage output without increasing your end use.

I usually slot my heavy-hitting attacks with one or even two recharges, but I find myself huffing and puffing if I'm taking on more than 4 guys solo. And that's with Quick Recovery. Could I help my endurance problems by replacing some recharges with damages? Will that hurt or help my DPS?

Any thoughts?
Is this /regen, or /wp? Scrappper, brute, or tank? What is the melee set?

Generally speaking, slot 1-2 acc worth for DO level enhancements until 22 for single target attacks. At 22, you want to slot 1 SO worth of acc. For attacks that hit multiple targets, you want 3-4 DOs before 22 and 2 SOs after 22.

After I have slotted acc, the next slotting gets done based on answers to my questions. Claws/regen scrapper gets damage slotted. Any brute gets end reduc slotting since Fury is where so much of your damage comes from. Damage is actually the last thing you want to slot for on a brute. It's not uncommon to slot brute attacks with two SO level end reducs in them. Stone melee being an end sucking beast as a good example.

After those, I start looking at slotting to fill out the power. Claws/regen can go recharge with some final end reduc if you get end issues later on due to picking up toggles, or if you want to skip Stamina. Brutes can go recharge and then add in final damage.

Tanks kind of fall in the middle since they only get WP as an option. With WP I tend to only slot end reducs as needed. /regen will be the more end friendly of the two. Some of this depends on if you are taking Stamina at all.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
Is this /regen, or /wp? Scrappper, brute, or tank? What is the melee set?
Fire/regen scrapper. Currently level 34. I don't yet have Stamina and would like to escape the need for it. Yes, stamina would probably solve all my end concerns, but just think... no fitness pool! Three extra powers! The possibilities are heady! So many other builds without regen or wp are plenty successful with just stamina, I ought to be able to do well with just Quick Recovery (or so my thinking currently goes).


 

Posted

Quote:
Originally Posted by Quantumizer View Post
Fire/regen scrapper. Currently level 34. I don't yet have Stamina and would like to escape the need for it. Yes, stamina would probably solve all my end concerns, but just think... no fitness pool! Three extra powers! The possibilities are heady! So many other builds without regen or wp are plenty successful with just stamina, I ought to be able to do well with just Quick Recovery (or so my thinking currently goes).
Well, Fire is end heavy and can be all the more so if you don't let the DoT work for you. Saying that, my level 33 Fire/sr doesn't really have end issues and I just have Stamina, so it has to be slotting. Even before Stamina, I only really had issues when I got FSC and didn't have it slotted for end reducs. I slot one end reduc in my two toggles and an end reduc into my attacks. I don't have any IO sets either. Really, if you have end issues with just four guys and you are using QR, something is off.

No clue what powers you have, but if you use FSC, GFS, and BoF, you are looking at using over 40% of your blue bar if you don''t slot for end reduc. Add in 2 recharges to get those kind of powers back up faster and I can see a possible lack of endurance happening. Might want to post your build in Mid's. Just don't use the classic forum form since it doesn't convert correctly. The Titan, or phpBB forms work better.


 

Posted

Just to throw my two cents in here, I find that accuracy and damage are plenty potent. It depends on the powers I take and what I want to achieve though. Remember that all the enhancements are percentages, and so if I get to where I can use an attack twice in the time it takes you to use it once, unless your one time does twice the damage of one of mine, my damage-per-second count would be higher.

Also, more recharge prevents the chance of using a long recharge power on a mob that dies before it hits and then having to wait to use it again.


 

Posted

Quote:
Originally Posted by Quantumizer View Post
When I see recommendations for slotting attacks, I often see people recommending 2 or 3 damage, but often not very much recharge. I can see some logic behind this... recharge lets you hit things more frequently and thus do more damage. Unfortunately, hitting things more frequently requires higher expenditures of end. Damage increases your damage output without increasing your end use.

I usually slot my heavy-hitting attacks with one or even two recharges, but I find myself huffing and puffing if I'm taking on more than 4 guys solo. And that's with Quick Recovery. Could I help my endurance problems by replacing some recharges with damages? Will that hurt or help my DPS?

Any thoughts?
At level 34 I'd be slotting IO sets. For melee attacks something like five-slotted Crushing Impact (level 30s) can give you 57% accuracy, 95% damage, 39% recharge and 39% endurance reduction. That's almost like slotting seven enhancements in five slots. It also gives you a global 7% accuracy buff and a 5% recharge buff.

If you don't have the cash for CI, something like Focused Smite is cheap and gives 57% acc, 81% damage, 39% end reduction and 57% recharge. Its bonuses are pretty mediocre, however.

If you're worried about efficiency you should be using IOs, especially if you want to avoid having to get Stamina. There are a lot of IO sets that give recovery and endurance buffs -- you should check those out.

Because of ED you won't need to replace IO sets at higher levels unless you want different bonuses, or to eke out that last few percentage points on end red or recharge.

You should also pick up the Atlas Medallion if you don't already have it -- it's an extra 5% end that only takes a couple of hours of running around to get. Less if you happened to have done the Striga missions for vampires and warwolves.


 

Posted

Math time!

Okay, let's take, for ease of math, a 100 damage attack, that animates in 1 second, and has a 9 second recharge time*.

With no slotting (except for accuracy, let's say), you deal 10 DPS with this attack.


Slotting 1 even-level SO of Damage gives you 33% more damage. Thus, your attack now does 133 damage, and still recharges in 9 seconds. You're now doing 13.3 DPS.

Switch out that Damage SO for a Recharge. Your power now recharges in (9/(1=.33)) = 6.77 seconds (+1 second for the animation). Doing 100 Damage, you're now at 12.8 DPS. So, the Damage enhancement increases your DPS more than the recharge enhancement does.

Now, let's take a look at 3 Dam, 1 Recharge vs. 2 Dam, 2 Recharge.

196 Damage in 6.77 seconds + 1 second animation = 25.23 DPS

167 Damage in 5.39 seconds + 1 second animation = 26.13 DPS


So there is indeed a switching point here, because of the 'diminishing returns' on additional slotting. Adding a bit of both seems to do best in terms of DPS, so that might be a way that you can go, but this isn't taking into account your endurance concerns, either.



*None of the DPS calculations here take into account Arcana-time, which will skew things more heavily towards the slotting-for-damage side of thise, I believe.


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